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The_Traveler

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  1. thaknsfor the reply. i also have pretty extensive experience with both sets individually. the fact that you dont see both together and i that i had an idea for a futuristic soldier, i thought this combo would be a fun little experiment... it hasnt disappointed despite its apparent lack of synergies. the AOE gap in the build was intentional since i do typically play teamed and focus on boss+ targets since others are just far more equipped to deal with burning down weak mobs. Trip mine has been tested here and is excellent. i have played my version with great success solo, between confuse(hit the bosses, they clear trash really nicely) and pets the clear speed hasnt felt dragging, but that has been on +2/8 (since im still filling out the set IOs and have no incarnates) and is without comparison to something with AOE in the build so i will absolutely give it a shot. just looking over the work youve done it looks like youve kept the spirit of the original build, as well, which is appreciated. can always have 2 more builds 😁. i will absolutely spring board from this into working out something of a happy medium between to two also.
  2. Thanks for the Replies... i spent a bit more time with it and managed to squeeze out about 30% more recharge at the expense of some accuracy (targeting dronedown to 1 slot... I always forget about HamiOs), and 10% S/l Resist(dropped tough to 3 slots just for the Key uniques), and 15% slow resist. Some things to note as well... ive not even added in incarnates... i plan to take agility core as the alpha. i never expect to top dmg charts and i prefer availability of my tools over the dmg bump from a musculature. agility also bumps the defense buffs, like link minds which is perma. this build is really durable in regular content. when i get all the incarnates ill start testing it in some of the harder stuff. Farms, TFs, +4x8 missions, this build is durable and effective... noticeably when you AFK for a moment and come back seeing a few teammates dead XD cuz they get comfortable and over aggressive play tested a few of the changes the extra recharge gave the build some breathing room, which was certainly appreciated. i dont need to manage the timing of snipe anymore to keep things humming along. Deceive is an absolute monster when you sidekick down. there seems to be some interaction with Domination or perhaps multiple Procs stacking that can confuse a boss even when i've targeted a LT to confuse... this is also insanely useful for the Posi 1 mirror fight I agree i can back off on blind for a 4 slot basilisk, but i use this thing religiously and the extra damage from procs is my preference here. Blind, Snipe, Ignite is my ST attack chain that ive used with great success, and while the bit of recharge would be nice, i dont really gain any benefit from extending the duration of the hold itself since it already lasts like 40+ seconds. the extra bit of damage to PA was noticeable Retuned Spectral Terror for recharge and tohit debuff (put in clouded senses instead of 6 slot Dom ATO)... this thing wrecks mob packs and procs Fiery Orb... ALOT i feel like gleam could be a nasty proc bomb also, but giving up the 6 slot bonuses would be tough... maybe incarnates could cover this? oh yeah, moved apocalypse to burst (its useful at lot levels now) and put manticore in snipe. both got a dmg bump from the swap The updated build in spoiler all in all, the suggestions did help! so thank you again. give the build a try! it has tools for every situation ive been in which i appreciate.
  3. My Build in the spoiler... I figured i would Throw this up for the more seasoned Build Makers to see if the juice is worth the squeeze... Ive spent too much time trying to hone this build and i think i have combed through about as much as i can. I need a fresh set of eyes. The Highlights: PermaDom 1 FFb proc gives perma Hasten, Link Minds, and Phantom Army PBU cycle with link minds AND unleashed potential basically on 90 second rotation, so im ok with unleashed potential being at 180ish seconds Controls up and humming for Posi/Synapse, Damage up and humming for Yin, Defenses up and humming for ITF (kinda worked out that way when i tried to make the power bumps efficient for TFing 4/5 global recharge and 130% ish accuracy in all attacks on +4s Near cap on S/L Resist and 20%ish defense to positionals without link minds and unleashed potential 80% slow resist What i am asking i guess... any more juice i can squeeze with defenses or Perma PA/Hasten/Link without giving up MUCH
  4. My Build in the spoiler. Some points move the resist uniques to cloaking device for 'leveling purposes you missed recharge bonus in tri cannon buckshot and burst are, imo, under-performers (im currently considering dropping buckshot) i dont understand whirlwind drop vengeance and move global recharge to combat jumping and take Power Up (not skippable) see my build for ideas
  5. my Arse/Arse Dom is currently my main... currently Vet level 69 with exp locked. I understand you are making a budget build, but like journey said above, you can make a lot of inf just playing (you get a little more when you lock exp). I predominantly play on Teams, in TFs across all content and think i have some insights you may find useful. Burst - you wont find much use for this in actual play. Your Primary goal as a Dom, is to be in Domination 100% of the time and burst is literally the LAST skill you would/will use in any situaion. i have it 3 slotted with Winters Bite(i know expensive) for the Slow Resistance (because that hurts me being in Domination) and i dont use it. not even on the bar. literally everything is a better use of activation. Buckshot - Same deal here... damage isnt great but it is at least useful for FFb proc(the only reason to take it). i have considered dropping this altogether cuz i just dont have the room in a rotation for it. 2slotted with Frozen Blast for Slow Resist Cryo Freeze - I ABUSE this. i slotted the Dom ATO w/+Dmg here. i know its low proc rate but its a main part of my ST rotation. (Cryo, Sniper, Ignite... cryo feeds the proc to the 2 powers that actually deal dmg) Cloaking Device can take your + dmg resist uniques and kismet travel power should be slotted with Winters Gift Slow resistance if nothing else... this 20% is a great 1 slotter. Smoke Canister - I LOVE this power... but i focused on the Confuse side to up my damage. i 6 slotted Coercive Persuasion and the chaos is... its like Gang War on a 30 second Recharge. Pair this with Power Up and Domination and watch bosses wreck their minions XD the confuse duration + the Coercive Contagious confusion... it really is glorious. Expensive... but glorious. Super jump to get acrobatics isnt necessary if you focus on recharge to be in domination permanently. it makes acrobatics unnecessary. you could pick up vengeance for the recharge global instead and drop SJ for something else. Super Speed - SS + Cloaking Device should already be = to invis so you dont need celerity-stealth. put the Winters gift here instead. Tear Gas - only need 4 slot Basilisk here. the slow proc is trash, but 4 slots for 7.5% recharge is fantastic. you can move those slots or slot for dmg procs cuz it will proc them with like 90%+ chance. i chose not to because it still only has about a 60 sec recharge, so its one of the crowd initiators i rotate through. (Sleep Grenade, Smoke Can, Liquid Nitro, Tear Gas, flash bang) Sleep Grenade - in your case 5 slots of the sandman is enough (just to get the recharge) but this skill is a big part of my AOE dmg. i proc'd it out. Sleep is kinda garbage even after the rework, so i didnt focus on the sleep duration, but the damage on this baby when procd is not. Flashbang/Sleep Grenade - these are effectively the same power imo. take both and proc both for AOE funsies. the durations of the controls are whatever. anything locking down minions and LTs for more than 10 seconds... that mob is essentially dead... so lean into the dmg procs to boost your AOE dmg. Tri-Cannon - i always 4 slot expedient reinforcement for the recharge, but it is one of those that is essentially perma, especially when supported by our controls. i currently have it procd with build up and taunt dmg proc (cuz why not have more dmg) Sniper rifle - i consider this the linchpin of the build. a FFb proc here keeps everything running smooth (and the reason i now consider dropping Buckshot) it does great damage and since snipes fire much faster in combat now, this power is even more amazing. i 5 slotted Apocalypse and the FFb proc. Ignite - another great. the primary target will ALWAYS take full damage even if it moves out of the burn patch, so i use Ragnarok with the KD proc to keep other mobs in the burn patch. add a proc for extra dmg, 5 slot Ragnarok and positrons proc. The rest is really up to play style. i chose mace mastery epic pool for the defense and the extra pet, and personal force field(PFF) is a GREAT oh crap button OR taking an alpha on a team without a melee type and was a nice 1 slot wonder for global recharge. you shouldnt need to use PFF with cloak and SS cuz you should always get first strike, but there are mobs that see invis no matter what, where you CAN use PFF instead, the option is there. My Build
  6. all you ever need from /Arse is Burst - Cuz you must Power Up - you thought domination mode was bad... try it with power up on top of it!! Targeting Drone - so you dont to take tactics... perma dom makes you 'immune' to confuse and fear anyway Sniper Rifle - this should be in your rotation... it hits hard and can take FFb proc Ignite - also hits hard, but who doesnt like to spawn burn patches from a distance! Did you know the primary target will ALWAYS take full damage even if it leaves the patch? (lolz Ragnarok KD proc keeps mobs in the burn patch and adds more CC) i would say these are the dont skips. the others are entirely skippable. you can grab buckshot if you want another FFb engine and Trip mine is, and always will be gimmicky(teaming)/situational(solo) at best... youre a dom so you can lock stuff down, drop trip mine for AOE... or just burn down the hard targets with Sniper and Ignite while pets and AOE controls kill off the weaklings Plant/Arse is rare for sure... i do have one... Plant is solid on its own and pets +confuse will serve you well while you single target hard targets. if you are having fun with plant/arse... i recommend Illusion/Arse! similar playstyle and there are a few surprises in the kit since you are stacking recharge.
  7. i would second/third a lot of this info, and add a couple notes. Repulsion field is AMAZING at keeping mobs away from you, except in large quantities. The end drain can be hard to manage, but if you are hover blasting and expect to only be knocking back a couple mobs (flyers), OR staying in the back field and protecting the ranged players... *chefs kiss*. this leaves the meleers without your +Def toggle buff (although many dont need it anyway). DO NOT USE SOLO 😃 Hover blasting and ranged/aoe defense is plenty in the solo case Sorcery is good, but! you should be trying to cap defense asap as a bubbler (thats your strength, lean into it til cap instead of trying to layer early). even if you still end up taking sorcery, id suggest the +defense pool powers earlier, especially if you solo (consider fighting pool instead of sorcery if you solo) KB of energy pool is the real deal, and while most people hate it on teams (and you should slot the SA-KB>KD IO in the AOEs) this is a non issue solo. kd/kb is EXCELLENT soft control! EVERY player would want it in all their powers if they were solo. so its playstyle thing. you can bring dmg and CC to a team with KB>KD, or leave the KB and solo, or leave the KB and team and just whatever any hate 🤣 The truth is... FF is a team buffing set, not exactly a solo set. you do get a defense buff, but so does time and dark, but they also have the ability to heal themselves and debuff targets, which puts them far ahead of FF for solo potential. when compared to other sets, FF will feel lacking. Since this is a concept character and it sounds like you want to push through these hurdles... Personal Force field is a GREAT way to "take" the alpha strike(the initial attack from first engaging a group). toggle it on, and aggro the mobs. since you have capped defense and almost capped resist any dmg you do take will be minor unless you are EXTREMELY unlucky. then you can drop the PFF toggle and get to work as they mobs need to cycle their cooldowns. or smash with AOE kb, pop PFF for the return fire, drop and clean up. PFF is really good and not just an emergency button. PFF is so good at eating alphas it even works GREAT on teams even if they have a tanker/brute (just maybe let them know what you are doing)
  8. adding ToN to transfusion and kismet brought irradiates accuracy up to 95% on +3 and 86% on +4 (over 100% on everything else). i think im comfortable there, for now anyway. ill see how it plays ( i just hit 36 last night and its really coming together nicely). i predominantly run TFs so i feel like i dont need to be 100% self reliant as many of the gaps get closed by others on the team. KB was a pain against the Council during Citadel, so thats something i think im going to plug.
  9. in mids, the lowest accuracy is showing 154% on irradiate, while everything else is over 200% is there a cap i should be targeting? i made it to 24 last night and it was a blast being in the thick of things. siphon power seemed universally better at the lower levels than Aim would have been, so i think ill keep it at that.
  10. Throwing my hat into the ring here. Never really played Corruptors so looking for some feedback on an idea i had for a melee range centric dmg/buffer for generic content (TFs mostly) as im a casual player. highlights(i think) lots of pseudo defense with soft controls ok defense and S/L resist Id like: hardy enough to stand in the fray...i dont mind if defenses are not capped, 30-35%ish would be fantastic (theres no DDR without incarnates and i dont mind using inspis) and looking for more energy resist if possible to increase slow resistance and status resists Reorder powers for better power bumps for exemping Xray Beam help?! do i need 6 slots, 1 slot? its using the left over slots currently and id like to maximize it obviously to find that balance of dmg/survivalRadKin.mbd Thanks for any input!
  11. necro post! itsa necro thread... get over it... 1. twilight grasp - use the accurate healing sets (it will miss less). you can still slot the +absorb if you want, but also consider theft of essence + end proc (its like getting the heal off for 0 end. 2. Zombie horde and the pets in general... I like to lean into what they do best. horde is very good with KD proc, and you can still 5 slot them with decent 5 slot set bonus sets. most of your damage is from Grave knights CRITTING (think of it as a proc that does more than 70 dmg and is more frequent)... lean into their damage (i recommend 6 slot Mark of Supremacy). Lich is control... hold sets, and fear sets have some interesting ways you can be creative here 3. rethink 6 slots in enchant undead 4. not taking fearsome stare is a massive mistake... its such a good opener and if you slot it for accuracy debuffing, its ripping about 15%+ off mobs hit chances. (who doesnt want 15% more defense and less mobs on the alpha?) 5. dark empowerment isnt doing what you think it is with 6 slots. you are only buffing pet HP, which you can get more HP to your pets with 2 +5 Heal IOs. numinas proc should be in Health so YOU can benefit from it constantly thats prolly enough for now to get you thinking and moving things around. hope this helps ya bit *Edit* Shadowfall should be a 6 slot. split slots or lean into the resist buff...its a really good party buff! (splitting 3/3 defense is like 6% def all and 20% E/N/P) Dark Servant should use accurate to hit debuff sets in my opinion. Help it, help you. its heal isnt something to depend on, but the to hit debuffs stack into your enitre build. gloom, lifetap, zombies, lich, twilight grasp, fearsome stare, dark servant, and the toggle, all stack. this effectively, especially if leaning into this, crushes mob accuracy to the 5% minimum hit, making resistance values more valuable than defense in the long run. Howling twilight isnt just a rez... its the coals that stoke your flame. -500% regen isnt a joke and layers with twilight grasp, poison dagger for ridiculous AV/GM kill potential. but that sweet sweet AOE disorient fear and slow... btw it does a small bit of damage... UNLESS YOU PROC BOMB IT! LOL (yeah... it can do that too and you can get it on a 1 minute timer pretty easily) seriously... it isnt just a rez Oppressive Gloom... much debate about this power from the pool. I personally like it. it locks down minions without issue, making alphas smaller. it sometimes locks down lieutenants. it DOES stack with howling twilights disorient sooo theres that. it costs basically nothing to have up and the health loss isnt anything to fear with your kit. Tactics will need some love to keep up with +4 content stuff. but hopefully ive given you some ideas to make that happen... id say minimum 3 here and dont worry about the build up proc there are MANY ways to build necro dark. I prefer the grouping support type leaning into controller lane. buffer/debuffer/ but with great damage from the pets. the only thing you dont bring is a blue heal... but you can! (Victory Rush! since you are already in the leadership pool)
  12. I would say to look at the in-game tooltips... move the slider to level 50 and see the differences. Some support powers equate to the same buff/debuff % on both corruptors and defenders, but the damage doesnt. Assault Rifle T1, as an example, has a base of 90dmg for corruptor, while having a base of 38 for Defender and the T9 AutoFire is 255 for Corr and 111 for defender... WITHOUT vigilance or scourge. Use the level 50 numbers because their damage scaling is different and more noticeable in the end. Defender isnt getting the solo dmg buff when grouped, but check for yourself. personally, i just see the small loss on defender buff/debuff as a wash in favor of feeling like i contribute to dmg AND support... Seeing Scourge numbers fly is a nice feeling too... like scrapper crits. Ooooof... necro *facepalm*
  13. late to the mando party... heres the mando costume i make many many many many many variants of. lots of dp/* Beam/* AR/* builds .... cheers! (took inspiration from boba fett.
  14. the caveat here is that i havent done much solo with this combo, so YMMV. I have been playing an Axe/Bio scrapper (originally had him as a rad armor figuring i could also bring a group heal to the party, but i died...alot... and it felt bad) it is surprisingly good. with offensive adapt and evolving armor, axe hits... so hard. you can accidently delete mobs with crits and weaken your dna siphon (use it first). blue bar hasnt been too big an issue since low levels thanks to using dna siphon, and FFbs in axe powers helps with keeping up shielding and siphon and parasitic. id say the weakest power is the dmg aura... but it also lowers incoming damage by 15% soooo. bottom line, they have paired surprisingly well together.
  15. Has anyone experimented with this combo? i Just started one and it seems like it has promise. chose Rad armor for the gimmicks and because i have this Orc idea in mind. Load up the Axe attacks with force feedbacks... party heal, lots of AOE, solid single target... rad armor seems solid by the looks of it... not sure if i would lean into resists or try to add defenses as im new to the set. any opinions from this wonderful group?
  16. If I may sum up the idea for fire farming... you want caps on fire defense and fire resist. There is a really great thread about farming AE that even gives the way you should build the mobs for maxing out inf/hour. From playhing Rad Melee/Fire Armor for a long while, here are a few things i notice immediately. 1. sciroccos dervish sets... 5 slot gives 1.5% fire defense and leaves a slot open for procs... P.S. 5 Slot aegis also adds 1.5% fire defense. 2. Shouldnt need multistrikes if you are taking temp protection... it gives less Fire defense than above. 2.1 Temp protection doesnt really need a bump to the resists so its great for taking uniques. 3. Pull slots from melt armor and char and the kismet in combat jumping and use those slots to get the uniques you still need. Melt armor with Recharge is fine (or use procs and drop it altogether). Char you really shouldnt be using. 4. Consume... may be controversial, but i dont use it. I went Energy Epic pool for accuracy buff and baby stamina, which i threw another PS:+end proc in. 4.1 RadSiphon... i used 5 slot hecatomb and the theft of essence +end proc (which brought me up to 3 endurance heals and allowed consume to be optional... meaning you can use it for another PBAOE attack or ditch it. 5. burn is better with dmg procs. 6. Another debatable... I like how devastating blow looks... but its agonizingly slow. my single target rotation is (T1 T2 T5, respectively). i prefer the mobility and faster activation of the T1. 7. You have Fireball, which is great for alternating with Atom smasher. i just found with all the recharge that atom smasher had around a 4 sec CD which allows for you to use you other powers between casts. atom smasher, cast(burn), atom smasher, cast(heal), etc. i just never felt lacking with AOE in this combo. 8. finally! you said you dont like pheonix buuuuuut, with so much aoe dmg "taunting" (i dont use taunt) pheonix is just nice, and you can stop those pesky revives from showing up on your inspi bar if you havent already. and just a tip, which im sure you know already, IG and AS typically make a few mobs contaminated... use those fast cycle single target attacks on the contaminated for bonus aoe (which feels like more overall dmg than devastating blow>RSiphon . its typically good for a CS>Rsmash>RSiphon chain. it would fall off after the 3rd attack anyway. i NEVER attack minions... they die while fighting bosses. i will punch a LT if there isnt a boss though, these typically melt away also. I hope this helped mate. YMMV +) Cheers!
  17. i see. i figured the 2 slot of the set was for something a little extra you cant get from an enhance, and therefore more valuable. I slot for heal procs as a way to "increase regen" and there really isnt anything better to put in the slot. contaminated on bosses/ebs/avs/gms can be unreliable without fusion. im still a pretty fresh 50 on this set and i could see those slots being used elsewhere eventually. i use teleport for travel (with macros). hover on my build is for theme, and its just there for the defense slotting. i do need to occasionally FLY DOWN to use atom smasher, but thats only after using the elevation to lazy pull with fold space (think council base maps). Then as im coming down with the mobs i pop fusion, que atom smasher. Combat jumping saves you some endurance and has immob res on it, so its better.
  18. i did update a few things in my stone/rad build... itsa beast for sure. i run FA all the time with no issues... no incarnates yet either. i left the -res debuff in the auras because i team primarily and it's something extra i can bring since my damage is lower (although i dont have much trouble joining farms and holding my own or soloing +3x8) The Build - may adjust a bit once i start trying hardmode stuff. some things ive noticed... Having multiple sustain procs makes a big difference. i have 4 endurance procs and 2 health procs. so every 10 seconds i am getting anywhere from 10-30%(40%) endurance bar and 90 or 180 healing. this fixes the end issue early (put peformance shifter in stamina, crystal armor and theft of essense in rad siphon (which i have come to appreciate). also going 2 slot bonus with power transer instead of performance shifter gives regen instead of movement speed... i would consider the movement speed late game or if doing Granite builds. at this point i have a few hundred mill invested (just working on merits for Tanker AT sets now) and its been a blast... I FLEW to 50 in a couple days. the defensiveness of stone fits my aggressive playstyle (its forgiving). I typically find a central spot on mission maps and fold space to pull multiple groups to me. (fold space, fusion, smasher, single target rotation on contaminated boss to finish off trash... it goes quick)
  19. i ended up testing a bit more on dark armor trying to slot 2 Theft of essence end procs (in rad siphon and dark regen) and 2 performance shifter procs (one in stamina and the other in physical perfection)... still not enough to keep blue bar up. maybe with incarnates... so its def a late game build, which kinda sucks. I switched over to test out rad/stone and actually enjoyed it more so ive been playing that char lately. ill stop back in when i do get my rad/dark his incarnates.
  20. This was the build i have worked out Link been pretty happy with it and im still filling in the expensive stuff... earths embrace late ill prolly end up moving into kicks spot for exempt purposes, and push weave to 38. Energy resist is kinda low but still have defense capped. been running missions and stuff on +1 x8 with next to zero issues. would like to find that last bump for hasten to be perma, but didnt know what to give up for it. cant have everything i suppose... any recharge buff in party makes it perma. Let me know what you think
  21. yeah probably why devastating blow feels bad. that makes sense. I didnt know about arcana time 😃 do you think the 2nd -res procs makes up for the loss of damage between rad melee and other tanker secondaries?
  22. devastating blow feels bad... it might not be actually?!? but it feels that way. i run contaminated strike, rad smash and rad siphon for ST rotation and it feels fine. Atom Smasher has 2.93 activation not 3.1. feels good with lower cooldown; it feels like the only aoe you need imo (maybe due to extra targets for being tanker?!) i just fill in the recharge with ST attacks on contaminated. *edit* also just looked and see that FSC is 2.67 activation, and does have higher base dmg but not by much* Early level Aoe does feel "bad", but i buy grenades from START vendor and the issue goes away. But the survivability.... i think you could solo some things fire never could (not saying its better, just feels more generically useful... if that makes sense). I remember vaz taking my lunch early on with my fire armor chars; didnt feel that way with stone armor. i know its gimmicky, but fold spaces feels like a champion on a tanker due to more targets... I havent noticed end issues at all, but i have the 3 health procs and 2 perf shifter procs.
  23. nice breakdown. id be interested to see your take on Stone/Rad Tanker compared to your brute. Stone/Rad is def my favorite tanker and i based my build loosely on your brute (i like fold space gimmick cuz i dont take taunt and im lazy lol). 0/x8 started WAAAAY earlier on this combo than any other tanker combo ive played...had bosses on too. 😃 *edit* also... Ice mistrals in mudpots! (fold space everything into the supa slow mudpots and atom smasher everything to death while using single rotation on contaminated boss to act like a 3rd aura... its bonkers how "easy" it feels)
  24. not in primary sets, but in secondaries you have drain psyche and then temp manipulation, both of which offer another 200%-ish to the debuff. this basically totals you close to the main rad or dark debuffs for corruptor. If you go Corrupter, the secondaries open up to actual buff/debuff/heal sets, (like rad and dark both have a 500+% hp degen debuff or buff master Kinetics... then you can pick whatever primary you like) which fits because you are really just losing the blapper powers from secondary and gaining a lot in return since you are ranged anyway. sentinel is very forgiving, but hover blasting you are staying out of harms way for the most part (caves and offices defeat this tactic) so the defense sets just feel kinda selfish and funnel you into lower damage than a blaster but more self survivability. Ninjitsu(def+invis+tricks)/SR(easy def capping)/Bio (good all around with +dmg and absorbs) feel good here, but like blaster beam rifle is the only primary with -hp regen debuff. dont let me sway you, it is just how i like to play. i like the rifle powers, and i build my ranged chars in this type of way. minions and Lts are whatever, so i focus on the boss and up game. -hp regen is damage without attacking technically and scales the harder the mob. sure i see smaller numbers, but that background -hp regen on AVs, GMs... low glory, highly effective.
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